Overview
Join a veteran team building next-gen mobile & PC game experiences. As a Senior Character Artist, you’ll partner with design leads and the Art Director to concept, build, and ship high-quality characters (humanoid, creature, and mechanical) for in-game use and marketing. You’ll own the full 3D pipeline—from high-poly sculpts to game-ready LODs and in-engine material tuning—while collaborating in a fast, highly iterative environment.
Location & Work Setup
- Remote approved (must comfortably work PST hours) or on-site in San Diego, CA
- Portfolio link required in resume/application
What you’ll do
- Create production-ready character assets: high-poly ZBrush sculpts → low-poly/LOD, UVs, bakes, textures, materials, and engine integration
- Author PBR textures/materials (Substance suite) across organic and hard-surface characters
- Tune materials/shaders and implement assets in Unity and/or Unreal Engine
- Collaborate with design, art, and tech to hit visual, performance, and memory targets (mobile & PC)
- Produce pose/renders for marketing; support lighting/rendering pipelines as needed
- Estimate, plan, and deliver against milestones with high polish and consistency
- Iterate quickly based on feedback; document handoffs and best practices
What you’ll bring
- 3+ years character art experience for games/VR/film/commercials
- Expert ZBrush sculpting; strong anatomy (humanoid & creature) and mechanical design fundamentals
- Proficiency with Maya (or 3ds Max), UVs, and material setup; Substance (Painter/Designer) for PBR
- Comfortable in Unity and/or Unreal for material tuning, import, and scene validation
- Strong topology for deformation, clean bakes, and efficient LODs
- Able to scope/estimate, work independently, and thrive in iterative team workflows
- Clear written/verbal communication; proactive problem-solving
Nice to have
- Editing scanned data and creating morph targets
- Hair/fur authoring for real-time engines
- Marketing-grade posing, lighting, and rendering (realistic)
- Understanding of VR/AR and mobile performance constraints
- Quixel, Photoshop, After Effects, Mari experience
- BFA/BA in Art, Design, or equivalent practical experience
Tools & Tech
ZBrush, Maya/3ds Max, Substance (Painter/Designer), Unity, Unreal (UE4/UE5), Photoshop, Quixel, Mari
(Plus: basic rendering/lighting toolsets for promo imagery)